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Denoss

137
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A member registered Jun 12, 2021 · View creator page →

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I had some fun with that lil monster:) the main inspiration was a hollow slave from dark souls 3, and the animation just turned out to look like a jump when I made the third frame, and I went like "you know what, that's fine, I like it". And after that I was looking for some monster sounds on freesound, and found some goblin sounds, so probably that made it cute :3 

Thanks for the comment and for playing!

I see, noted!

okay, noted! thanks for playing!

thanks for playing and even recording your gameplay. The problem you had is more of a game-design flaw on my side, cause you couldn't understand the way dragging objects works. Basically, when you hold the left mouse button, any moveable object that is close enough to the character begins to move with the player. It has nothing to do with mouse position, just as long as the character is right next to the object, holding the button makes him push/pull it as he moves.

thank you!

Really nice levels, and you need to be very precise to get it all right! I love the moments in some levels when you get this "oooh, I get it" feeling. I would really love to see (hear rather) some sound effects and/or music. Very nice job!

thanks!

noted, thanks for the feedback! also, it was supposed to be a lamp :)

this is extremely fun and polished, I liked it a lot! In my opinion, segments where you have to bump on walls are a bit too hard, but overall it's really good. So much done in just 3 days!

Thank you so much!

you can actually drag an obstacle regardless of the direction in which you are relative to it. basically, you can not only "push", but also "pull". so for the second level the solution is either to pull the obstacle to the right after you cross the first window and use it again for the second, or grab it from below and just move right while holding it, using it as a sort of "shield". sorry if it wasn't clear to you.

I'll just say it before it's too late for you to do it - I advice you to make a web build of it. It's not required or anything, it's just that a lot of people here on itch, me included, tend to avoid downloading anything from here, especially if it's something that isn't popular, since there is a chance of getting a virus on your PC. Plus, antiviruses often flag even clean files as malicious, so it also works for scaring people off. Web builds are much safer for that matter, so, if it's possible with the software you use, really consider building it for web.

glad you liked it, thanks!

that's so nice to hear, thank you!

it's much more immersive this way, and the controls feel better now! nice!

do you mean how sometimes when you place the first 1, a door starts opening for a split second? is this what caused confusion?

hm, I see, thanks for telling!

I'm really glad you liked it!! The plans are to keep going and bring it all to the best state it'll ever be, like a big overhaul! Maybe it's a beginning of a long road to a full game, who knows!

thanks for the feedback! Could you elaborate? Do you mean 1-tile wide gates from 0-1? or gates in general?

hm, okay, I'm see. not sure if I'm allowed to make changes before rating is over, so guess I'll do it (and a bunch of other suggested stuff) when the rating period ends

hm, I see, thanks

great to hear you liked it, thanks for the feedback. By maze do you mean the third level? (1-0)

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wow, didn't even think that a problem like this could occure. Which mouse button is missing on macbooks? left or right? or do you mean that it's broken just in your case?

yeah it does that sometimes lol, thanks for the feedback

thanks for the comment and feedback! 25AE in a rectangle is some sort of font problem, it doesn't work in web for some reason, only in windows, don't really know how to fix it

sorry to hear that, don't know what could cause that

thank you so much!!

Thanks, nice to hear!

Thank you so much!

this was so.. heartwarming? it's really hard to explain. It's like amongst all this funny shit, it has this "live fast" (here literally) moral. Like sure, you can do something you always wanted to do but were too afraid, but it could also leave you broken in tears, as this is something important for you, and when it all falls apart you feel lost. OR. Go absolutly nuts and end up jumping from a plane while riding a crocodile to fly towards the top of the mountain - and only when everything else is checked off, make that call - just to finish it off. In one of these scenarios you die happy, in another one - you're in tears. Just wraps it all up. How is this so funny and so deep at the same time lol

Thanks for playing! And thanks for understand that it's a katana and not just a sword lol, I think you're the first one so far. Thanks for the advice about it's range.

About the effect, well, I guess most I can do is off/on. You see, I didn't exactly, ahem, write it, I just took the shader code somewhere in the net and I don't really know how it works, and messing with alpha just makes it brake entirely lmao

The ideas are truly nice! Keep developing it, I would've liked to see this be expanded on in the future!

I love iron lung and I also enjoyed this! You nailed the feeling of this lack of information, feeling of unknown. the sounds were really unsettling, and it added to the atmosphere. Just really cool!

Moving and destroying asteroids feels nice, but the game really could use some sounds and music. Also, the difficulty doesn't seem to progress, once you get a hang of how to destroy asteroids, you basically can't lose. maybe you could make it that more asteroids spawn the longer you play, or they become bigger and need more bullets, or maybe when you destroy them they will split into several smaller ones (literally have seen this idea on this very jam in another asteroid-like game). this would make it much more interesting. otherwise, good job, I liked it

Thanks, glad you liked it!

I see! Thanks a lot for the feedback!

Thanks for the awesome feedback, I was so happy to hear you even played it through more than once! Maybe I should make the shield take up more energy, thanks for telling me that. about the flamethrower, honestly I knew it and just applied the ostrich algorhytm lol

Hi, sure! I revisited the game to focus just on that, and I think it boils down to cat's movement speed. It just feels like he should move faster. like you see yourself on the plaform, you see a falling platform on the other side, and your brain just goes "I can make that jump" based on our previous experience with platformers, but in the end you can't, your movement is just too slow to do it. like maybe there is thought behind this decision, maybe it has to encourage  more tactical thinking, but on the background of all the different platformers it just feels off and gives that feeling of bad response.

this is so interesting! Our game, also made with godot, already got a bit messy with the code, and you just make an entire os interface in it. really cool stuff here. And as this is a gamejam after all, super bit boy was fun :)

awesome game! The idea, the visuals, the sounds, you nailed it! The style is really interesting - it feels old school, but it feels like a professionally done old school. like, you know, usually when someone who only starts drawing pixel art and they try drawing a castle, it will have weird perspective, bad shading, everything will blend together, and the general impression of it will be like "well, it looks like a castle from mario so its old-school I guess". and what you do here is you leave the old-school feel somehow (probably by not doing hue-shifting and other modern pixel art stuff), but you make it look professional with correct shading and stuff. really interesting style here!